** Updated ** | Abilities

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:new: New Abilities added.  Woohoo! :new:


November 1st, 2018 Ability Update:
As of November 1st, 2018, we have added three new abilities that are now available - Ranger, Spellbound, and Surefoot!  Now, all skills have even amounts of stackable skill cap bonuses.  Yay for equality!  Since these abilities were not available before now, we are allowing one ability switch per accepted Anomalous character if you so desire.  In order to process the switch, please complete the Character Ability Change Request formIn-game born foals may ONLY change their ability if a PC parent changes their inherited ability (for example, if a foal inherited the Stonewall ability from their father - whose ability is switched to Surefoot - the foal could switch their ability to Surefoot as well).  Choose wisely - this will be the only chance you have to switch one of your character's abilities without being charged a token/Salamander reward!  A moderator will double check your character's new skill caps and request changes as necessary.

Special Abilities


Abilities are unique traits that your Anomalous may have.  They allow your character to be extra-good at a specific skill, raising the cap of the skill in question!  They can either be inherited from the parents or chosen upon birth/creation.  Abilities raise the cap level of a particular skill above the others but cannot be changed once chosen, so choose carefully.  Only one Ability may be chosen per character.  Remember, some skills may afford your character better status in a certain herd!

    Hihiri Ability Update!
    • All Hihiri - existing and upcoming - will be able to start with a Secondary Ability!  No extra charge!
    • All existing Hihiri - both Starter and In-Game Born - may note the group to choose their Secondary Ability and have it applied to their character.
    • If you have applied a Secondary Ability token to your Hihiri character, guess what!?  Your character is now the proud owner of an incredible Tertiary Ability!  Please note the group to decide what the third ability will be.  Secondary Ability tokens can be used to apply a third ability to a Hihiri Starter/Foal.
    • Hihiri foals born in-game will be able to inherit any two abilities from their parents in any combination.  For example, if the sire has Stonewall and Mage while the dam has Fortitude and Medic, your foal can inherit any two abilities in any combo (ie, Stonewall and Fortitude, Mage and Medic, Stonewall and Mage, etc).  Foals born to a parent with a Tertiary Ability will be rolled to determine if they inherit this third ability or not.  Foals born to two parents with Tertiary Abilities will automatically get a Tertiary Ability themselves!



Bloodhound:
Bloodhounds are the best sniffers of Anomalous!  Those with this ability make fantastic trackers, capable of finding even the faintest trace of a living creature that has moved through an area.  Bloodhounds are prized in the Linx herd.
+10 Stamina Skill Cap (ie, 110 instead of 100; keep build caps in consideration!)

Hawkeye:
Equids blessed with this adaptation are said to have the best eyesight in Anomalous!  They can see over far greater distances than those without the Hawkeye adaptation and see the world in far greater detail.  Very useful for scouting or hunting.  May or may not have a nictitating membrane.  Hawkeyes are prized in the Nombeko herd.
+10 to Agility Skill Cap (ie, 110 instead of 100; keep build caps in consideration!)

Fleetfoot:
Those with the Fleetfoot Ability are much faster than those without.  Fleets are often known as the fastest members of the herd.  It is a particularly useful gift for those who have to hunt or run for a living!
+15 Agility Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
+2 Agility Bonus to anyone they tutor; +1 Agility Bonus to themselves if they tutor!

Fortitude:
If there were ever an endurance race across Anomalous, it would be more than likely that someone with the Fortitude ability would be the winner!  Those with this ability can travel the farthest distances without getting tired or fight the longest in battle.  It is particularly useful for anyone who travels great distances on the daily or those who fight for a living.
+15 Stamina Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
+2 Stamina Bonus to anyone they tutor; +1 Stamina Bonus to themselves if they tutor!

Mage:
The mage ability gifts the owner of this ability with a better understanding of magic!  Those with Mage seem to be able to sense when magic is being used around them, when an area is cursed with dark magic, and pick up on magical lessons more quickly than others.  Mages often make wonderful magic tutors, as they know how to better explain magic to their students.
+15 Magic Skill Cap(ie, 115 instead of 100)
+2 Magic Bonus to anyone they tutor; +1 Magic Bonus to themselves if they tutor!


Medic:
Herbs and tinctures come easily to medics!  Medics naturally seem to understand the various uses of plants and learn what they do not know quickly.  Medics are often master potion makers, capable of making strong healing concoctions and the best teas around.  Those with this ability have an innate ability to detect whether or not a plant is poisonous.  Medics often make the best medical teachers, as they know how to better explain herbs and their properties to their students.
+15 Herbs/Medicine Skill Cap (ie, 115 instead of 100)
+2 Herb/Medicine Bonus to anyone they tutor; 
+1 Herbs/Medicine Bonus to themselves if they tutor!!

:new: Ranger: :new:
In Anomalous, there is no one better acquainted with the flora and fauna of the land than a ranger!  Rangers typically have an unquenchable thirst to travel and are natural talented at identifying a strange looking plant or animal with ease.  Rangers are quite useful to have when it comes to scouting or hunting, as they have a knack for noting when terrain has been disturbed, and can usually tell the medicinal properties of a plant simply by its smell - even if they don't know it by name!
+10 Herbs/Medicine Skill Cap (ie, 110 instead of 100)

:new: Spellbound: :new:
Those with the Spellbound ability are drawn to magical objects!  When in the presence of items bestowed with magical properties, they might experience any number of strange symptoms such as itchy skin, an unintentional twitch, or an unexpected change in voice pitch!  Spellbound Anomalites appreciate the value of old spell scrolls and tomes; very often, they feel more at home surrounded by spell scrolls than by other Anomalites.  For this reason, Spellbound individuals can be viewed as a bit odd or reclusive by others!
+10 Magic Skill Cap (ie, 110 instead of 100)

Stonewall:
The tanks of Anomalous, Stonewalls are the strongest of the strong!  Not many can best a Stonewall in battle… except maybe another Stonewall!  A veritable brick wall, those with this ability make excellent guards or warriors and excel in fields that require brute strength.
+15 Strength Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
+2 Strength Bonus to anyone they tutor; +1 Strength Bonus to themselves if they tutor!

:new: Surefoot: :new:
When it comes to being steady on their feet, a Surefooted male or female can't be bested!  While they may not always be graceful, it is rare that a Surefoot trips over their own feet or loses their stance in a spar.  They seem to always be aware of where their next step might land!  For this reason, Surefoots excel in physical sports and sparring; most typically, you can find them on some sort of guard duty in another high-octane career!
+10 Strength Skill Cap (ie, 110 instead of 100)
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MonochromeFox's avatar
breaks down door did somemutants just make mY WHOLE FRIGGIN DAY??